This
document provides all of the guidelines necessary to play a practitioner
of a style of Magic called Elementalism (including
Aeromancy, Geomancy, Hydromancy, Pyromancy).

Elementalism is a very broad
concept; other Magic Systems could likely support variants that while
different mechanically would still be aligned along
four (or more) Elements. However, within the context of this document, the
term Elementalism is used to refer specifically to this particular
implementation of the concept.

This document will reference one or more
fully described Magic Systems below. To use this variant with one of
those Magic Systems, simply use the reference document in its entirety with
the exception of sections that have been "overidden" by this document, as
indicated in the section headers below.

The style of Magic described in this document is
not a complete Magic System with it's own mechanics; instead it is intended
to extend, override, and/or change the look and feel of a more fully
described Magic System, which is referred to as a "base Magic System".

ELEMENTALISTS

NOTE: Practitioners of
Elementalism
(el-ah-MEN-tah-liz-em) are collectively called Elementalists (el-ah-MEN-tah-lists).
However many Elementalists tend to focus on one of the four Elements more
than others, and are frequently called either Pyromancers
(PIE-row-MAN-cers), Hydromancers (HIGH-droh-MAN-cers), Aeromancers
(AIR-oh-MAN-cers), or Geomancers (JEE-oh-MAN-cers). Some
Elementalists that strive to use all of the Elementalists equally call
themselves Obermancers (OH-burr-MAN-cers).

Elementalists focus on
Magic aligned with the four classic Elements; the unseen but staggering power
of Air, the inevitable crushing strength of Water, the indomitable
durability of Earth, and the raging fury of Fire are theirs to command.
Though their Magic is somewhat unsophisticated by the standards of more
cerebral traditions, this is often offset by its sheer primal power. An
Elementalist that has achieved mastery of their Art has achieved mastery of
the very building blocks of the corporeal world and are to be feared and
respected.

The basic concept of
Elementalism may be implemented with each of several base Magic Systems
as described below.

SPONTANEOUS CASTING

To implement Elementalism with Spontaneous
Casting use the rules set forth in the
Sorcery
document, except where overridden below. Thus, the Elementalism School Skills
given below replace the Sorcery School Skills, the guidelines given for
creating Magic Items replace the guidelines for doing so in the Sorcery
document, and the Packages provided replace those provided for Sorcery.

PREPARED CASTING

To implement Elementalism with Prepared Casting simply use the
rules set forth in the Wizardry
document, except where overridden below. Thus, the Elementalism School Skills
given below replace the Wizardry School Skills, the guidelines given for
creating Magic Items replace the guidelines for doing so in the Wizardry
document, and the Packages provided replace those provided for Wizardry.

GESTALT CASTING

To implement Elementalism with Gestalt Casting use the
rules set forth in the Arcanis Magnicus
document, except where overridden below. Thus, the Elementalism School Skills
given below replace the Arcanis Magnicus School Skills, the guidelines given
for creating Magic Items replace the guidelines for doing so in the Arcanis
Magnicus document, and the Packages provided replace those provided for
Arcanis Magnicus.

OPTIONS

Some settings could support Elementalists
built on all three of the base Magic Systems described above concurrently
without any ill effect. This might be used to represent several rival
traditions of Elementalist magic, or some other similar situation.

OVERRIDE: Magic School
Skills

Elementalists use either
Spellcraft or the four Elementalist
School Skills described below.

School

School
Skill

Focus

Aeromancy

KS: Aeromancy

Spells which manipulate, create, or
relate to Elemental Air.

A powerful and
functional School, practitioners of this type of Magic make fearsome
combatants, but many of their Spells do not work indoors.

This school doesn't have
the offensive capabilities of the other branches of Elementalism, though
its practitioner's are hardly helpless. It is particularly strong in the
area of maritime trade and its practitioners tend to be very wealthy.

The preeminent combat school, practitioners
of this art are extremely deadly, though someone with a good Protection
From Fire Spell can ruin their decade. Their
services are often sought out and their reputations typically precede
them.

Used to create Magic Scrolls holding
a readied Spell needing only a few words or a gesture (or the
equivalent) to complete. Can also be used to transfer Spells from one
caster to another. (Ephemeral Magic items)

Wandcrafting

KS: Wandcraft

Used to create Ephemeral Magic Wands
that have a typically store a single Spell effect and have a finite
amount of Magical energy stored in them allowing them to use a specific
Spell a certain number of times. (Ephemeral Magic items)

In some setups each of
the Elements is opposed by another Element. This typically takes the form of
Fire opposes Water and Earth opposes Air, each Elementalist has a
Favored Element, and can't cast Spell from the Oppositional Element. If this
style of Elementalism is desired, it is easily managed by simply taking a
Physical Limitation for School Ineptitude as indicated below.